Thank you very much, a great lesson.
I started doing this in the Blender.
import bpy
ob = bpy.context.object
assert ob.type == 'CURVE'
curve = ob.data
spline = curve.splines.active
assert spline.type == 'BEZIER'
scale = 100.0
id = 0
print ("---,InVal,OutVal,ArriveTangent,LeaveTangent")
for p in spline.bezier_points:
print ('%i,"%f","(X=%f,Y=%f,Z=%f)","(X=%f,Y=%f,Z=%f)","(X=%f,Y=%f,Z=%f)"' % (id, float(id), p.co[0]*scale, p.co[1]*scale*-1, p.co[2]*scale, p.handle_left[0]*scale, p.handle_left[1]*scale*-1, p.handle_left[2]*scale, p.handle_right[0]*scale, p.handle_right[1]*scale*-1, p.handle_right[2]*scale))
id = id + 1
I made a different structure, removed the float vector added
Everything works fine, except for the positions Handley
I do not understand is how it works.
I will be glad prompts.